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ME2 Improve = remove?


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#76
DarthReavus

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Just to stick my two pennies in here, I agree with the people who feel "twitch" (as RPG fanatics seem to call it) shooting aspects are far better than stat based shooting. Who here got really freakin' annoyed when they were stood two feet away from an enemy, were using a shotgun and MISSED! In the real world that simply isn't possible. If I'm playing an RPG with real time shooter combat then I'd be much happier if my shots went were I was actually aiming and not in a random circle around where I was aiming because "my stats weren't high enough". I know at the end of the game it pretty much is hit what you're aiming at, but in the early game it's so hard to hit anything it's unbelievable.

Shepard is supposed to be Special Forces, the elite of the Alliance military and at the start he can't hit something more than 10 metres away with ease? Where's the realism to that? I'm a big roleplay fan, and to be honest I believe that so-called "twitch" shooter combat makes the game more real and more immersive. It's your own skill at lining up a shot that's being tested, not a bunch of stats determining if you hit the broadside of a barn or not.

I also believe that somebody calling shooter combat a "twitch" is trying to be overly elitist and maybe compensate for the fact that it's not something they're good at. There is definitely a skill in shooter combat as is proven to me everytime I play on XBL with friends. Lining up and taking shots quickly is a skill, one that requires a quick eye and quick reflexes. These are things that take time and practice to learn and develop and in my opinion are far more satisfying than letting the proverbial dice decide whether you've hit or not. I take little satisfaction out of a kill on ME because I know for the most part it wasn't truly my aim that did it, it was the proverbial dice. When I play Gears of War 2 with a couple of friends on XBL I take great pleasure when I line up the perfect shot with my sniper rifle and literally blow and enemy's head apart. It's more satisfying.

EDIT: I'm actually not all that brilliant when it comes to shooters, but I have friends who are and seeing them play as I tag along and get the odd decent kill here and there is truly awesome to see.

So to sum up what was supposed to be a very brief post on my part, I think altering the shooter combat so it uses more TPS mechanics is a good move. I will actually be satisfied when I get a decent kill now rather than the nothingness that comes from the proverbial dice deciding. At the same time I will still enjoy the RPG elements of the game. Seeing as I'm going to be playing as an Adept, which might be a surprise given everything I've just been saying, I will enjoy the RPG mechanics of the biotic powers, I will enjoy the dialogue and the gripping story. What's more I will enjoy the game for what it is and was always meant to be: An Action RPG/TPS hybrid.

EDIT: This entire post is of course my own opinion and I claim to speak for absolutely nobody other than myself in this post.

Modifié par DarthReavus, 18 janvier 2010 - 10:44 .


#77
Terror_K

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Murmillos wrote...

This is why the move from stats-based shooter combat to twitch-based shooter combat is such a big deal: it's the main factor of the game's combat side. But once you leveled up your seasoned and combat trained Shepard to finally use a weapon correctly, your "stat-based" shooter still turned into twitched-based shooter combat. No.. wait... ME1 was still always twitch-based combat, just with a huge annoying part of missing for no god damn reason in the first half the game. You keep on trying to bring up that stats are so important for ME to remain ME. But you are in the minority who don't seem to realize that some of those stat based designs just did not work with in the game structure. The reason so many things "had to be scrapped" is because it didn't work.


Yes, it didn't work, and I have admitted that several times. But that doesn't mean it needed to be scrapped and replaced by what is pretty much just a standard TPS system. It needed to be refined and replaced by another system that kept it as an RPG-based one. The developers here had two choices, not one. There is always another path to choose, and they chose the simpler one: go with an existing system rather than come up with a new one.

I've said this before too, but I'll say it again: I'd have tolerated and put up with the move to twich-based shooter combat if so many other factors hadn't been changed or removed as well.

#78
Murmillos

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Kalfear wrote...



But BW, your rep only gets us to try game, not like game.



In the end, your audeince is still majority RPG and minority (huge minority) shooter. It kinda looks like you forgot that this time around to be honest.



Lets hope not.




So you are saying because BioWare got famous by creating RPG games, they are not allowed to create any other type of game in any other genre. Is Bioware decreed to be a maker of full fledged classic RPG's only? Anything else that deviates from the pure RPG path will anger the "loyal followers" who will take up pitchforks and go some where else?

#79
sinosleep

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Terror_K wrote...

I'd personally say it would be fair to cite leveling as being a toss up rather than another point for RPG's. Yes, it's present, but because it now only comes into play with class skills and no longer effects shooting, armour, decryption, etc. I know this crosses into other categories you have listed, but I still feel that while leveling is very much present and is still an RPG factor, it's not as varied as it once was. The branching of of skills is the exception to this, but not enough in my books to make it a complete RPG win. The fact is, stats effect less than they used to. That's not an opinion, it's fact.


Are stat points and leveling represented in your standard FPS/TPS? The answer is a resounding no. Whether they've been scaled back makes no difference, the point is that they are there and as such fall sqaurely into RPG territory. Not only that, but I flat out disagree any way. I believe that the branching system is a far better implementation of stats and their ability to customize a character than anything ME 1 had to offer. So no, I'm not going to budge on that one.

Terror_K wrote...

Secondly, many of the problems you mention with the old systems come down to the items themselves being broken rather than the system itself. The problem with the weapons in armour in the original game is that they weren't quite balanced well enough, weren't truly unique and weren't as varied or gave much true choice, as well as the fact there was only one obvious King Of All for every item rather than a series of great items that were strong in some areas and weak in others. If the items themselves hadn't been so broken and had been better thought out and designed, the original systems would have been fine. To a certain degree every RPG has this problem; there's always the best uber-gear at the top. But the best RPG's have different uber gear that serves different classes and playstyles better than others, and has certain factors that give the player choices and force them to have an item with either high this or high that rather than a single item that's best for all no matter what. Since we don't know the specifics of the items in ME2 yet, we don't even know what the case here is either. ME2 very well could end up suffering the same Colossus X and Master Spectre Gear type problems that ME1 did. We don't know.


The point though is that you aren't LOSING any way. Making the arguement that it could have been implemented differently is one thing, but the problem is that most of the anti-shooter crowd hasn't been putting it that way. They've been making the claim that they are losing something they never had in the first place. If ME 1 didn't offer the kind of loot system you are talking about than surely fans can't claim that they are losing it can they? 

Terror_K wrote...Finally, one can't divide up attributes into sections like that and automatically treat them all as equal parts of the game. For instance, with the possible exception of some biotic classes combat is going to mostly be made up of shooting with your guns, and thus because the item listed as Number 1, Combat, is actually a feature that effects far more of the gameplay than any other, the shooting aspect effects far more of the game than any other. This is why the move from stats-based shooter combat to twitch-based shooter combat is such a big deal: it's the main factor of the game's combat side. Simply put, you list 9 different items above, but the shooter side of the game is by no means a mere one ninth or 11% of ME2, it actually factors out to make up almost half of the game.


Here I disagree a bit. If you are a biotic and are relying primarily on your guns you're doing it wrong. Sure in the begining of the game when you only have one or two powers and your recharge time is slow you have to supplement them quite a bit. But once you've unlocked your secondary class you usually have enough powers that cycle quickly enough where you can spend the majority of your time tossing people about while your squad mates mop up. The same doesn't apply to techs though so you've got a point there and that's just something where we'll have to agree to disagree. IMO, if a company is going to try and make a game that utilizes TPS/FPS combat than go at it all the way. Otherwise it's just a watered down version that isn't going to make anyone happy.

Other than that you already know from the last thread that I agree with you about the lack of stat based decryption, since I can't see any reason why they would have abandoned that.

#80
SurfaceBeneath

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Kalfear wrote...

Terror_K wrote...

Actually the original Mass Effect was more of an Action RPG with Shooter elements. ME2 seems more like a Shooter with RPG elements now.


It does seem that way and thats going to bite BW in the arse when on the 26th the bulk of their RPG fans get game expecting ME1 balance and they get Halo with a more complete story.

This just one of many threads commenting on changes and addressing their concerns and the same people that bashing OP here doing so in those threads as well. ALOT of people have concerns but willing to try game cause its Bioware. Im one of them.

But BW, your rep only gets us to try game, not like game.

In the end, your audeince is still majority RPG and minority (huge minority) shooter. It kinda looks like you forgot that this time around to be honest.

Lets hope not.


7 of my top 10 games of all time are RPGs and ME2 looks to be twice the RPG of the first.

Or would you like to tell me that deeper squadmates, customizable armor, a customizable ship, a research system for weapons, armor, and ship, the new interupt system (which exclusively effects dialogue), and an ending resolution that meanningfully takes in to account your actions during the story aren't roleplaying elements?

I'm not sure why people think that stats = RPGs and removing redundant stats is somehow dumbing the game down.

#81
MarloMarlo

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Terror_K wrote...

Actually the original Mass Effect was more of an Action RPG with Shooter elements. ME2 seems more like a Shooter with RPG elements now.


How do the differences between the two games determine how much of an RPG any game is, and whether or not it's an RPG rather than a game that merely has RPG elements? Or, more correctly, the one RPG element that exists. We can start with shooting, since you don't seem to want to talk about role playing, before covering something else.

ME1 made you spend points to upgrade damage and accuracy on specific weapon types whereas you're either fully trained or not for weapon types in ME2. So, basically, less skill points to have to spend before getting the maximum benefit from damage and accuracy (sort of like how you don't have to spend points to get the maximum benefit from crouching or seeing). Of course, stats can still be spent on improving ammo powers, which effectively makes weapon damage and effects (rather than just weapon damage and accuracy) improvable with stat points.

But, ignoring that, sort of like how a Fox News commentator recently claimed that Dubya "had a 100 percent perfect track record in keeping the homeland safe from an Islamic terrorist attack," how does less quanitity of stat points to spend on improving accuracy and damage make ME2 "more like a Shooter with RPG elements" whereas ME1 was "more of an Action RPG with Shooter elements." Is the quantity of stat points without any other considerations supposed to be sufficient to determine that sort of thing? Or are there other considerations, like how much less sophisticated the offensive skills in ME2 must be (to validate your claim) compared to ME1's two percent improvement in tech explosion damage per point spent? Is it quality instead or along with quantity? Or something else completely. You didn't say, so I don't know.

Modifié par MarloMarlo, 18 janvier 2010 - 10:52 .


#82
LostHH

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sinosleep wrote...

c.) No Mako, and less planets, but the planets themselves are far larger and more important to the main mission.


Oh god why did I read this. Now it sounds like there isn't much exploring to do. I would've rather had more planets then less.

#83
sinosleep

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Shady314 wrote...

Just MAYBE a game can fall into more than one genre at once. ;)


It can, I just don't think ME 1 did. I just fall back on the original arguement I made, ME 1's prominent combat features aren't found in many other FPS/TPS games while many of the staples of FPS/TPS combat aren't ound in ME 1. While at the same time many RPG combat elements are major aspects of ME 1 combat. That's why I'll always consider it an rpg with guns. I don't think simply having them in the game and playing from an over the shoulder perspective is enough to classify it as a TPS/RPG hybrid.Though like you mentioned earlier, genres at times can be nothing more than semantics. And I think at the end of the day you at least know what I'm getting at.

#84
Murmillos

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Terror_K wrote...



Yes, it didn't work, and I have admitted that several times. But that doesn't mean it needed to be scrapped and replaced by what is pretty much just a standard TPS system. It needed to be refined and replaced by another system that kept it as an RPG-based one. The developers here had two choices, not one. There is always another path to choose, and they chose the simpler one: go with an existing system rather than come up with a new one.



I've said this before too, but I'll say it again: I'd have tolerated and put up with the move to twich-based shooter combat if so many other factors hadn't been changed or removed as well.




I'm going to go out on a limb and say that Bioware did try all sort of methods to improve ME1's combat and in the end just found that since people expected certain aspects of combat from a TPS, that well, anything less then a classic TPS just did not work?



I mean, bioware is always looking for valuable input, and all the input that was put forth from the complaints of ME1 combat system is put into play for ME2. But all I hear is bioware should have done it differently. Well that's just great. "differently"? just how in "differently"?



Your argument may come across better if you can actually explain the changes you think bioware should have made instead (and yes, it may bare repeating 50 times if need to be every time a new thread shows up) instead of just always show up and go - "Bioware is doing it wrong", when you have no hands on, game time experience.



I can take the positive side of the argument for most of these changes, because as you state, the TPS combat is now the same as every other TPS combat shooter out there. Which I have extensively played and enjoy. So I know what to expect - unless BioWare screws any part of it up.

#85
DarthReavus

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According to numerous reviews there's a door on the Normandy 2's hangar deck marked "Hammerhead". Details on exactly what the Hammerhead is are still currently embargoed I believe, but it is likely to be a replacement vehicle for the Mako.



The Kodiak dropship we've all seen so far is so that not every mission on every uncharted world we visit involves a tramp around the map in the Mako, then doing the same on the next world and feeling like it looks very similar to the previous world and wondering why you're always being dropped in hilly/mountainous areas. Though there will probably still be some Mako style worlds that are now explorable in the Hammerhead.

#86
Terror_K

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sinosleep wrote...

Terror_K wrote...

I'd personally say it would be fair to cite leveling as being a toss up rather than another point for RPG's. Yes, it's present, but because it now only comes into play with class skills and no longer effects shooting, armour, decryption, etc. I know this crosses into other categories you have listed, but I still feel that while leveling is very much present and is still an RPG factor, it's not as varied as it once was. The branching of of skills is the exception to this, but not enough in my books to make it a complete RPG win. The fact is, stats effect less than they used to. That's not an opinion, it's fact.


Are stat points and leveling represented in your standard FPS/TPS? The answer is a resounding no. Whether they've been scaled back makes no difference, the point is that they are there and as such fall sqaurely into RPG territory. Not only that, but I flat out disagree any way. I believe that the branching system is a far better implementation of stats and their ability to customize a character than anything ME 1 had to offer. So no, I'm not going to budge on that one.


Yes, but I thought we were comparing how ME2 is to what ME1 was as well? It's not exactly a point in favour of RPG's if the implementation had headed further away from them by having less stats. It's still present, yes, and I'll admit that the branching system is a good one. But overall, as I've said before, it feels like one step forward but two steps back. Which is why I think a draw is a fair assessment in this case.

sinosleep wrote...

The point though is that you aren't LOSING any way. Making the arguement that it could have been implemented differently is one thing, but the problem is that most of the anti-shooter crowd hasn't been putting it that way. They've been making the claim that they are losing something they never had in the first place. If ME 1 didn't offer the kind of loot system you are talking about than surely fans can't claim that they are losing it can they? 


It did and it didn't. It tried to have a looting system, but it didn't work very well not because of the system but, once again, because of the items. The point is, it at least tried to have one, even if it didn't quite work. ME2 isn't even trying at all from what it seems.

#87
LostHH

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DarthReavus wrote...

The Kodiak dropship we've all seen so far is so that not every mission on every uncharted world we visit involves a tramp around the map in the Mako, then doing the same on the next world and feeling like it looks very similar to the previous world and wondering why you're always being dropped in hilly/mountainous areas. Though there will probably still be some Mako style worlds that are now explorable in the Hammerhead.


I hope it's not just a couple! I never found the planets similar looking, only the interiors of the mines etc Guess I'll just have to see when the game is released

#88
sinosleep

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LostHH wrote...

Oh god why did I read this. Now it sounds like there isn't much exploring to do. I would've rather had more planets then less.


I'd rather have more planets as well, but only if they are equally as varied as what we've been promised with ME 2. I know at the end of the day I'd rather have 10 planets with DISTINCT maps and missions than 20 planets where the same 4 maps are recycled ad nauseum and every mission is essentially kill everything on the map. Sure, I'd really rather have 20 planets with DISTINCT maps and missions but if I have to choose between the first two choices it's going to be the first each and every time.

#89
LostHH

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As far as I know most of the UNC worlds in ME1 weren't recycled maps. More stuff on them would've been nice but I'd still rather have 20 planets then 10 linear ones.

Modifié par LostHH, 18 janvier 2010 - 11:03 .


#90
DarthReavus

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They weren't strictly recycled, but they were very samey. It was all hills and mountains, even on green worlds there were no trees or wooded areas, just very large hills and mountains. Cliff climbing in the Mako became something of a chore for me a rather long time ago.

#91
sinosleep

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LostHH wrote...

As far as I know most of the UNC worlds in ME1 weren't recycled maps. More stuff on them would've been nice but I'd still rather have 20 planets then 10 linear ones.


I don't mean the exteriors, I mean the interior maps for the buildings. The exteriors were different, but incredibly bland. The average UNC world was land, drive through mountain ranges to get to heavy metal, drive to light metal, drive to artifact, drive to building with 3 turrets on it. Enter building which would be 1 of 3 or 4 recycled maps and kill everything inside. A few had thresher mauls, and a few had geth ambushes, but I thought they were incredibly ho hum.

Modifié par sinosleep, 18 janvier 2010 - 11:07 .


#92
Darth_Shizz

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LostHH wrote...

As far as I know most of the UNC worlds in ME1 weren't recycled maps. More stuff on them would've been nice but I'd still rather have 20 planets then 10 linear ones.


Problem being, the planets in ME1 were pretty damn linear. Sure, they were big and had the odd mineral pile hanging around. But more often than not, there was always a set of locations you had to visit in order, in order to complete the mission. Multiply this by 20, and you have a lot of linearity. 

Modifié par Darth_Shizz, 18 janvier 2010 - 11:09 .


#93
Murmillos

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LostHH wrote...



As far as I know most of the UNC worlds in ME1 weren't recycled maps. More stuff on them would've been nice but I'd still rather have 20 planets then 10 linear ones.




Well of course not.. but everything about them was recycled. From the mines to the bunkers to the mini-skid. All of them were basically the same, only changing in the amount of mountains discovered and color palette. 2-3 mines, 1 hack/decrypt item. Most having a rare artifact to find.



Only a few had "life" on them, not counting the dozen that had thresher maws.



No trees, no water.. no cliffs or major valleys that ran along the length of the map.

I think Nonuel was the only planet to have "lava" that could kill you.

#94
SurfaceBeneath

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LostHH wrote...

sinosleep wrote...

c.) No Mako, and less planets, but the planets themselves are far larger and more important to the main mission.


Oh god why did I read this. Now it sounds like there isn't much exploring to do. I would've rather had more planets then less.


ME1 essentially had 1 planet and 20 different skyboxes.

Quality > Quantity

#95
MarloMarlo

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Terror_K wrote...
Yes, but I thought we were comparing how ME2 is to what ME1 was as well? It's not exactly a point in favour of RPG's if the implementation had headed further away from them by having less stats. It's still present, yes, and I'll admit that the branching system is a good one. But overall, as I've said before, it feels like one step forward but two steps back. Which is why I think a draw is a fair assessment in this case.


Apparently, the only way for BioWare to take a step forward without going back by your standards is to retain the same quantity of skills as the first game and add X more skill(s). That's the only fair assessment that can be drawn from an argument that's completely made up of ME2 "having less stats."

Terror_K wrote...
It did and it didn't. It tried to have a looting system, but it didn't work very well not because of the system but, once again, because of the items. The point is, it at least tried to have one, even if it didn't quite work. ME2 isn't even trying at all from what it seems.


Really? Picking up heat sinks and new weapons that are better than what you have doesn't indicate the presence of a looting system?

#96
sinosleep

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Terror_K wrote...

Yes, but I thought we were comparing how ME2 is to what ME1 was as well? It's not exactly a point in favour of RPG's if the implementation had headed further away from them by having less stats. It's still present, yes, and I'll admit that the branching system is a good one. But overall, as I've said before, it feels like one step forward but two steps back. Which is why I think a draw is a fair assessment in this case.


I wish I could budge on this one, but really I can't. I completely understand what you are saying in regards to the FACT that obviously an aspect of combat that was once practically entirely stat based is no longer stat based. However, them being there at all, still makes it a point for rpgs. Especially when it's not as if it's a minor aspect of gameplay. Your damage (ammo) is still largely affected, and biotics and tech are still entirely stat point based. And of course soldier specific powers like adrenaline rush which will directly affect damage and durability are also stat based.

It did and it didn't. It tried to have a looting system, but it didn't work very well not because of the system but, once again, because of the items. The point is, it at least tried to have one, even if it didn't quite work. ME2 isn't even trying at all from what it seems.


The fact that it didn't work though makes it so that you're not technically losing anything. Yes, ME 1 had a loot system, which became entirely irrelevant due to spectre gear and a horrible selection of armors. Yes, as far as the code goes, there was a loot system in place, but in practice there really wasn't much of one any way.

I don't think the new system is all that different in action even if it is in concept. You still have unique gear to find (devs comfirmed both Shep specific and squad mate specific weapons and armor) it's just that instead of having to buy 2 spectre assault rifles (1 from normandy 1 from c-sec) you can just find 1 decent rifle and equip it on everyone that doesn't have their unique weapons yet. In practice it's not all that different.

#97
Terror_K

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MarloMarlo wrote...

Terror_K wrote...

Actually the original Mass Effect was more of an Action RPG with Shooter elements. ME2 seems more like a Shooter with RPG elements now.


How do the differences between the two games determine how much of an RPG any game is, and whether or not it's an RPG rather than a game that merely has RPG elements? Or, more correctly, the one RPG element that exists. We can start with shooting, since you don't seem to want to talk about role playing, before covering something else.

ME1 made you spend points to upgrade damage and accuracy on specific weapon types whereas you're either fully trained or not for weapon types in ME2. So, basically, less skill points to have to spend before getting the maximum benefit from damage and accuracy (sort of like how you don't have to spend points to get the maximum benefit from crouching or seeing). Of course, stats can still be spent on improving ammo powers, which effectively makes weapon damage and effects (rather than just weapon damage and accuracy) improvable with stat points.

But, ignoring that, sort of like how a Fox News commentator recently claimed that Dubya "had a 100 percent perfect track record in keeping the homeland safe from an Islamic terrorist attack," how does less quanitity of stat points to spend on improving accuracy and damage make ME2 "more like a Shooter with RPG elements" whereas ME1 was "more of an Action RPG with Shooter elements." Is the quantity of stat points without any other considerations supposed to be sufficient to determine that sort of thing? Or are there other considerations, like how much less sophisticated the offensive skills in ME2 must be (to validate your claim) compared to ME1's two percent improvement in tech explosion damage per point spent? Is it quality instead or along with quantity? Or something else completely. You didn't say, so I don't know.


I don't honestly know where the line is drawn, since it's a tough one. I wouldn't, for example call GTA: San Andreas an RPG even though it had character customisation, weapon skills you could level up, driving skills, swimming skills, etc. because it is primarily an action game. It does mix many genres though.

I still feel that Mass Effect 2 is an RPG from what I can tell, but that it's less of one than the original. The fact that shooting is now not influenced by stats in any way is the main problem, since I feel stats should determine one's ability to perform combat in an RPG. Yes, stats do effect the combat in other ways, but essentially we have a TPS system governing one's ability to shoot. I suppose if one were to remove the leveling up and class skills entirely and just replace the system with an upgrade one, then the game would no longer be an RPG and simply be a "Shooter with RPG elements" instead. And to be honest, the class skills aren't that much different than an upgrade system now, it's just that the points you get are determined by one leveling up their character. An RPG needs some kind of character progression system.

Again, I'm not entirely sure where the line is drawn. I'll fully admit that. But I also have to wonder where the line would be drawn for those who have little to no problems with the path BioWare has taken with ME2. Where would you guys draw the line and admit that the game has become a shooter more than an RPG? What would have to go to make you as angry and/or dubious as some of us are?

Murmillos wrote...

I'm going to go out on a limb and say that Bioware did try all sort of methods to improve ME1's combat and in the end just found that since people expected certain aspects of combat from a TPS, that well, anything less then a classic TPS just did not work?

I mean, bioware is always looking for valuable input, and all the input that was put forth from the complaints of ME1 combat system is put into play for ME2. But all I hear is bioware should have done it differently. Well that's just great. "differently"? just how in "differently"?

Your argument may come across better if you can actually explain the changes you think bioware should have made instead (and yes, it may bare repeating 50 times if need to be every time a new thread shows up) instead of just always show up and go - "Bioware is doing it wrong", when you have no hands on, game time experience.

I can take the positive side of the argument for most of these changes, because as you state, the TPS combat is now the same as every other TPS combat shooter out there. Which I have extensively played and enjoy. So I know what to expect - unless BioWare screws any part of it up.


First of all, let me say that I'm well aware everything I say about ME2 is a worry and concern and not yet a real issue or fault. It doesn't become that until I've played the game.

That aside, I personally would have been happy with a system similar to that of shooting in KotOR, but then I realise that would would put off those wanting a more real-time action approach to the combat. KotOR's system did work, and I can't recall any people who complained about it, but it is more of a turn-based approach, and I understand how many might dislike it. I'm not even sure it would truly work myself, but I'd prefer it to the original ME system and the one that ME2 seems to have.

Beyond that, I'd have gone for something akin to GTA: San Andreas or Fallout 3, where the guns simply get more accurate as you level up your skill, and less shots divert off now and then. That system isn't entirely foolproof either, but it's still better than no system at all. Maybe even a system that's essentially like the ME2 one is now where the weapon would sway a little more, Shepard shot a little slower and reacted a little slower could have worked if these handicaps were gradually reduced.

There's at least three methods. They're not perfect, but they were thought up in just a few minutes. I'm sure with development and tweaking BioWare could have some up with something better in a few months.

#98
LostHH

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Murmillos wrote...

LostHH wrote...

As far as I know most of the UNC worlds in ME1 weren't recycled maps. More stuff on them would've been nice but I'd still rather have 20 planets then 10 linear ones.


Well of course not.. but everything about them was recycled. From the mines to the bunkers to the mini-skid. All of them were basically the same, only changing in the amount of mountains discovered and color palette. 2-3 mines, 1 hack/decrypt item. Most having a rare artifact to find.

Only a few had "life" on them, not counting the dozen that had thresher maws.

No trees, no water.. no cliffs or major valleys that ran along the length of the map.
I think Nonuel was the only planet to have "lava" that could kill you.


That's kind of my thing. The planets were fine as far as I was concerned, just the content was a bit lacking. I didn't want cities as such, maybe a camp of some kind with temporary structures and more detail for the debris and ancient structures but the featureless planets were fine - it's what I would expect from uncharted worlds with inhospitable atmospheres that hadn't been developed.
Maybe I'm one of the few that enjoyed driving around these barren landscapes in my mako ;) Never had a problem controlling it either, hell Halos groundhog is harder to drive! But I loved the Vistas, especially looking up at that planet in the sky with a huge gash in the side of it. Stuff like that sparks my imagination :)

Slightly different question, how's the galaxy map in me2? Any screenshots yet?

#99
Terror_K

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MarloMarlo wrote...

Really? Picking up heat sinks and new weapons that are better than what you have doesn't indicate the presence of a looting system?


A good looting system gives one a wide variety of objects to find and makes wanting to find them fun. When the looting system consists of only finding thermal clips which are a need and not a desire (kind of like giving you a bunch of presents and they're all socks and underwear) and only 19 guns in total to choose from, the best of which will simply be replicated for your convenience thus making them less special and unique, I'd hardly call ME2's looting system substantial, let alone decent.

#100
Spaghetti_Ninja

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Mass Effect 1 was a crappy excuse for an RPG. I don't mean the story, dialogue or characters, but the horrible inventory system, the putrid armour and weapon system, all the crappy passive skills that barely seem to affect anything in the game...



Based on what I've seen, they added a ton more new features to the sequel and removed broken aspects that just didn't work. Me2 is going to be a much better RPG than the first part.